Codex Gamicus

EVE Online is a video game developed by CCP Games. It is a player-driven persistent-world massively multiplayer online role-playing game (MMORPG) set in a science-fiction space setting. Players pilot customizable ships through a region of space composed of over 7,500 star systems.[1][2] Most star systems are connected to one or more other star systems by means of stargates or jump gates. The star systems can contain several phenomena including, but not limited to, moons, planets, space stations, wormholes, asteroid belts and "deadspace" complexes (which in reality, are like the dungeons found in more "traditional" MMOs).

Players of EVE Online are able to participate in a number of in-game professions and activities, including mining, piracy, manufacturing, trade, exploration and combat (both player versus environment and player versus player). Players are also able to run missions, akin to quests found in other MMOs. The range of activities available to the player is facilitated by a character advancement system based upon training skills in real time, even while not logged into the game.[3] This has led to the game being referred to in some quarters as "Skill Queue Online". Initially launched with a limit of a 24 hour window for skills to be trained (as long as the last skill that begins training was within that 24 hour window), in 2015, this time window limit was removed; players may now have a maximum of 50 skills queued for training.

EVE Online was first released in North America and Europe in May 2003, it was published from May to December 2003 by Simon & Schuster Interactive,[4] after which CCP purchased the rights back and began to self-publish via digital distribution.[5] On January 22, 2008 it was announced that EVE Online would be distributed via Steam.[6] On March 10, 2009 the game was again made available in boxed form in stores, released by Atari.[7]


Set more than 21,000 years in the future, the background story of EVE Online explains that humanity, having used up most of Earth's resources, began colonizing the rest of the Milky Way.[8][9] This expansion led to competition and fighting over available resources. Everything changed with the discovery of a natural wormhole leading to an unexplored region of space, later given the name 'New Eden'. Dozens of colonies were founded and a structure was built to stabilise the wormhole; a giant gateway bearing the name "EVE". However, when the natural wormhole collapsed, it destroyed the gate. Cut off from Earth and its much-needed supplies, the colonists of New Eden starved. Five colonies managed to return to prominence, each eventually rebuilding their own society. The states based around these colonies make up the five major empires in EVE Online: the Amarr Empire, the Caldari State, the Gallente Federation, the Minmatar Republic and the Jove Directorate.


The Amarr, a monotheistic theocratic empire, were the first of the playable races to rediscover faster-than-light travel.[9][10] Armed with this new technology and strengthened by their faith in their god, the Amarr expanded their empire by conquering and enslaving several races, including the Minmatar, who had only just begun colonizing other planets.[11][12] Generations later after the battle between the Amarr Empire and the Jove Directorate, many Minmatar took the opportunity to escape and successfully rebelled against their enslavers, later forming their own government in New Eden. However, much of their populace remain enslaved by the Amarr. The Minmatar Republic, taking as inspiration the ideals and practices of the Gallente Federation, is presently a strong military and economic power actively seeking the emancipation of their brethren and all other slaves.

The Gallente and the Caldari homeworlds are situated in the same star system.[13][14] The Gallente homeworld was originally settled by descendants of the French colonists of Tau Ceti; Caldari Prime on the other hand was purchased by a multi-national megacorporation that began to terraform it.[15][16] The terraforming of Caldari Prime was incomplete at the time of the wormhole's collapse, however, and the planet remained environmentally inhospitable for millennia. The Gallente restored themselves to a high-functioning technological society approximately one hundred years before the Caldari, building the first lastingly democratic republic of the new era in the form of the Gallente Federation. Originally the Caldari were members of the Gallente Federation, although animosity between the two races broke into a war, during which the Caldari seceded from the Federation to found the Caldari State. The war lasted 93 years, with neither party able to overwhelm the other.[15][16] The planet Caldari Prime was retained by the Gallente Federation during the war, and did not become part of the new Caldari State. Much more recently, a new Caldari offensive managed to recapture their lost homeworld, a fact which is viewed with abhorrence by the Gallente, who see the presence of a significant Caldari fleet about the planet as a mass hostage taking.

Both the Gallente Federation and Caldari State are economical and trade oriented nations, however, the Gallente favour liberal free market policies, encourage individual entrepreneurship, and maintain a democratic and progressive approach to social welfare whereas the Caldari State is founded upon corporate statism, where the State itself is owned by and operated on behalf of various megacompanies. Due to their official policies regarding multiculturalism and respect for diversity, the Gallente Federation attracts many immigrants; a third of the Federation's population consists of ethnic Minmatars, while the Caldari State originally existed at a relative population deficit, which was rectified instead by a State-wide programme of artificial reproduction, producing a generation of so-called 'Tube Children' to provide larger labour pools to the controlling corporations.

The non-playable Jovians were colonists, too. Unlike the other races of New Eden, they maintained use of their technology after the collapse of the wormhole and did not need to spend millennia rediscovering it, and while the other four major races were still grounded, Jovian history saw two periods of empire.[17] They expanded outward and eventually turned to genetic engineering in order to mold themselves into a people better-suited for deep-space life and long-range interstellar exploration. Genetic experimentation, however, eventually led to the deadly "Jovian Disease", a heriditary psychiatric disorder which, despite their best efforts to reverse it, has crippled their civilization. They now inhabit a region of space supposedly inaccessible to outsiders.[18]

In addition to different backgrounds and histories, each of the races have characteristic philosophies of starship design. Minmatar ships tend to be quite fast but fragile, and rely on their speed to evade the tracking systems of larger weapons, while themselves using projectile weapons such as artillery or autocannons, more sophisticated kin to today's munitions technology. Amarr ships are usually slow, heavily armored, and use laser weaponry. Gallente ships are sleek, well designed and armored, and specialize in deploying fleets of robotic drones while mounting hybrid weapons that operate using superconducting magnets to launch mass toward targets at extreme speeds. Caldari ships, on the other hand, are typically poorly armored and not particularly fast, but are very well-shielded, and make extensive use of torpedo/missile launchers and hybrid railguns, favouring engagement at extreme ranges.[19]


Players start the game by either selecting a previously-created character or by creating a new one. Each EVE Online account allows for up to three characters to be made.[20] When players create a new character they start by choosing one of the four playable races of Amarr, Gallente, Minmatar and Caldari. Each race is further divided into three bloodlines that give characters different pre-defined appearances, which can be finely tuned by the player.

Unlike many other MMOs, where there are numerous copies of the game universe (called "shards" or "realms")[21] intended to run at once, EVE Online is functionally a single-universe game; this includes interaction with the DUST 514 client on PlayStation 3. There are technically three copies of the universe running — the main server "Tranquility", the Chinese-based "Serenity", and the test server "Singularity", which is subject to periodic wipes when new content is being tested[22] — but rather than starting a new "realm" when in-game population increases, CCP simply adds new features to the existing game environment, sometimes going so far as to close an entire system when necessary.


The playing environment in EVE Online consists of more than 5,000 interconnected star systems,[1] as well as 2500 randomly accessible wormhole systems; the in-game universe takes place around 23341 AD.[2] Systems are classified by their "Security Status", on a decimal scale from 1.0 to -1.0. These systems are roughly categorized into three groups, each determining the response from CONCORD (CONsolidated COoperation and Relations commanD) NPC law enforcement units.[23] Star systems classed as 0.5 - 1.0 security are considered "high sec" and any unauthorized/unprovoked attack by a player, on another player, anywhere in the system will result in the appearance of law enforcement; time taken to respond increases with each 0.1 drop in security. CONCORD ships will attack and destroy the aggressor, and are designed to reinforce in such numbers that they will always eventually win; winning against CONCORD is considred an exploit.

Systems classified as 0.1 - 0.4 are considered "low sec", and unprovoked attacks will result in a criminal countdown of 15 minutes (a player with this countdown is considered to be "flagged"), during which time, stargate and station guns will fire at that flagged player; other players may also attack their ship without penalty.

0.0 to -1.0 systems are called "null sec", and feature no law enforcement; makeshift player alliances and coalitions dominate this lawless area of space. Null sec systems feature the most lucrative deadspaces complexes, and the most lucrative planetary mining and asteroid mineral opportunities, giving players incentive to engage in high-risk, high-reward activities in which they must survive the possible harassment of other players who may also enter the system.


Unlike other massively multiplayer online games, player characters in EVE Online advance continuously over time by training skills, a passive process that occurs in real-world time so that the learning process continues even if the player is not logged in.[24] Skills vary in their Rank, which is an indicator of how many skill points players have to invest in order to train the skill. For example, a Rank 2 skill takes at least twice as long to train as a Rank 1 skill at that same skill level. Skills can take anywhere from a few minutes to several months to train. Though each account can have up to three characters created, only one of these can train at a time, unless the player pays for simultanious character training.


The in-game economy in EVE Online is an open economy that is largely player-driven. Non-player character (NPC) merchants sell skill books used by players to learn new skills and basic blueprints to manufacture ships and modules. The players themselves gather the necessary raw materials to manufacture almost all of the ships and ship modules in the game. NPC ships can be looted or salvaged for items and materials, Non-player created ships and equipment may be purchased from various NPC factions as a player gains status with them, and can be resold in the in-game economy. The in-game currency is called ISK, an abbreviation for Interstellar Kredits.

The amount of money or materials in the universe is not fixed and, as such, the economy operates under supply and demand. Market manipulation is possible on a large scale, particular examples being ramping and bear raids. CCP does not issue refunds on in-game purchases. This causes scamming to be an ever present risk. The economy is balanced by automatically introducing extra materials in underpopulated areas. This encourages an even spread of players.[25]

The game provides support for the trading of in-game resources, including graphs of item price history, with Donchian Channel and daily average price. Some players operate primarily as traders; buying, selling and transporting goods to earn profit. Others operate primarily as producers; purchasing components or raw materials and transforming them, sometimes on an industrial scale, into useful items such as weapons, ships, ammunition, or various technologies desired by players. Others still operate as miners or salvagers; collecting and sometimes processing the raw materials used in manufacturing, to sell on to others in bulk. Finally, some players operate as mercenaries or pirates, earning money or being paid primarily to be battle-ready, to either attack or defend from attack, profitable enterprises such as mining, salvaging or transportation of goods.


Due to the game's focus on freedom, consequence, and autonomy, many behaviours that are considered griefing in most MMO's are allowed in New Eden, such as stealing from other players, extortion, and causing other players to be killed by large groups of NPCs.

Only malicious, prolonged and concentrated harassment where no material gain is involved, and a few other actions such as chronic begging or pestering with offers to sell or buy through unofficial channels (ISK spamming, etc.) are considered to be illicit griefing by the game's developer.[1]


Ships in EVE Online are organized into classes, varying from tiny frigates to gigantic capital ships. Classes are often subdivided into different specialised variants. Ships fill different roles and vary in characteristics such as size, speed, hull strength and their potential firepower. Roles and characteristics aside, the concept of ships in EVE Online is different from other massively multiplayer online games in that ships represent players in-game, whereas in most massively multiplayer online games the player is represented by an avatar. While EVE Online introduces the players to the idea of an avatar, a player's avatar remains a two-dimensional portrait. Players move in-game within their ships and as such are represented by the ship type they choose. CCP is currently developing a feature that will allow players to move freely outside of their ships in space stations, represented by three-dimensional avatars.

Each of the four races has their own unique ship design preferences and varied strengths and weaknesses, although all races have ships that are meant for the same basic roles and are balanced for play against each other. This means that there is no "best ship" in EVE Online. According to their preferred style of play, the player might want to fly a ship with a huge cargo hold, one that is suited for mining, one that has a powerful array of weapons or a ship that moves quickly through space (among other capabilities); but the fluid, ever-changing nature of Eve Online means that no ship will be perfect at all of these tasks, nor is there any guarantee that the "best ship for a job" today will continue to be the best ship tomorrow.

Furthermore, unlike many online games, EVE Online does not feature racial bonuses; players of different races do not gain advantages for flying ships designed by their own race. So, for instance, Gallentean pilots are just as capable of flying Amarrian starships as Amarrian pilots and vice versa, so long as they both train to fly the ship in question. Thus, players are encouraged to fly starships which meet their preferred style of play, and the game does not incentivize playing as one race over another in order to fly ships designed by that race.

In general, ships in EVE Online come in four size classes: Small starships include frigates (small, mobile gunboats) and destroyers (dedicated turret platforms and frigate-killers). Medium starships include cruisers (reliable multipurpose vehicles) and battlecruisers (heavier, more combat-oriented cruisers). Battleships (heavily armed and armoured dedicated combat-systems vehicles) make up the large size class. Extra large (or capital-class) starships include carriers (extremely large mobile bases and fleet command points), dreadnoughts (very large dedicated siege vehicles for attacking immobile starbases), and titans (supermassive all-purpose mobile battle stations).

Each spaceship within the EVE Online universe has a different set of characteristics and can be fitted with different combinations of modules subject to their fitting requirements. Ships have a wide variety of characteristics, including (but not limited to) power grid, CPU (ship's computer), capacitor size and recharge rate (functionally, a battery for activating high powered systems), energy shields, armor, maximum velocity and inertial modifier, agility, locking range and maximum number of lockable targets. Ship's systems also receive bonuses to performance depending on the level of various appropriate skills that have been trained by the ship's pilot. These bonuses usually correspond closely to the particular role that the ship has been designed for, and thus vary as widely as the roles of the ships themselves.

One of the most important characteristics of a ship is the slots it has available for fitting modules. Each ship has a number of slots available, ranging from a handful to twenty or more. Slots and modules come in three variants: high, mid, and low power slots, with high power modules fitting in a corresponding high power slot and so on. Examples of high slot modules include weapons such as turrets and missile launchers, as well as cloaking devices, tractor beams, and other tools for mining and salvaging. Mid slot items include modules to improve shields or propulsion performance, repair hull damage, engage in electronic warfare, "tackle" other ships to slow or stop movement; numerous other functionality also exists. Low slot items include armor enhancements and repair, modules that increase the cargo space, modules that improve speed, agility, computer performance, or power output; similar utilitarian functions also exist. Different-sized ships have different numbers of module slots, with the larger ships generally having more slots than smaller ships.

A ship may also have one or more Rig slots which are designed to hold rigs; rigs are modules that require no power grid or CPU, instead requiring a ship resource called calibration. Installing a rig is a semi-permanent action, as unlike other ship modules a rig cannot be removed from the ship without being destroyed. Rigs come in three sizes: small, medium, and large, which roughly correspond to the size of the ship, and are used to affect other aspects of the ship such as maximum speed or cargo capacity, or to augment the capabilities of other modules installed in the ship. Rigs come with a penalty, and decrease another attribute on the ship as the price for increasing another.

All ships in the game, as with other forms of equipment and technology in use, are also classed according to Tech Level, from Tech I to Tech III. Tech I (or T1) ships are general purpose, relatively easily manufacturable models which perform a simple, straightforward function in a more-or-less obvious way. Tech II (T2) ships are based on T1 designs that have been modified or reinvented and which perform unique, specific roles using specialised technology of which they are capable of fitting. T2 ships are considerably harder to manufacture and are only produced by certain corporations, and as such are priced well-above their basic T1 variants.

Apocrypha introduced to EVE Online a new type of ship: the Tech III (T3) strategic cruiser. These highly advanced starships gain their unique qualities by being manufactured from materials recovered in wormhole systems, another new feature introduced by Apocrypha. Strategic cruisers are quite rare and expensive, and require unique skillsets on the part of manufacturers which allow the reverse engineering and integration of highly advanced technologies recovered from dead or dormant ancient civilizations. They differ from other ships in that the actual hull is modular. Players customize a hull to the specifications they want, and then add the modules separately as they would to any other ship. Only the strategic cruiser hulls can be modified in this way; other ships' hulls are set. Strategic Cruiser hulls are not by default equipped with low, medium and high slots but possess five subsystem slots which can be populated with subsystem modules that affect ship characteristics more dramatically than normal modules or rigs, such as altering the number of standard module slots that are available.

Players and communities[]

Players have several options when playing EVE Online in regards to how they interact with the community. Every activity is possible for solo players but larger and more complicated tasks become more feasible for groups, for example pirate clans or corporations.

Corporations and alliances[]

Players can organize themselves into corporations (similar to guilds or clans in other MMOs). Corporations are run by one chief executive officer (CEO) who controls the corporation's assets. The CEO assigns roles to corporation members such as director, accountant and personnel manager. Corporations may also band together to form alliances. Corporations and alliances come in different shapes and sizes. Some player groups write press releases about new business openings and send out IPO information to potential in-game venture capital investors. Alliances can control enough star systems that their territory can be plotted on the EVE Online game map.[26] Alliances based in lawless null sec space often form unofficial political power blocs with other alliances. These power blocs are typically referred to as "coalitions". Examples of coalitions include CFC and N3 Coalition.

Corporations take up numerous business models such as mining, manufacturing or "ratting" (hunting NPC pirates for their bounties and loot). Corporations can levy income taxes on their members, which skim off a percentage of every member's earnings. Many corporations offer a variety of benefits to their members, such as free or discounted ships, equipment, formal training, and organized corporate group operations.

Among the many activities that corporations can organize is piracy. Actions considered piracy generally involve breaking the in-game law, and can come in a variety of forms. Pirates may camp stargates waiting for other players to arrive, attack players operating in asteroid belts or hunt for players carrying out an NPC agent-assigned mission. Because these activities are considered to be "illegal" within the game mechanics, pirate players often will have low security status and may even be branded as outlaws by CONCORD. Likewise, victims of overt piracy may retaliate without intervention from CONCORD, often via an expressed right to destroy the pirate ship (termed a kill right within the game). Although these activities are "illegal" they are not against the rules of the game, i.e. there will only be in-game retaliation and punishment for those actions.

Illegally attacking another player in secure space will result in a loss of security standing; CONCORD, the interstellar NPC police, will arrive shortly to destroy the aggressor's ship. There are, however, legal ways to attack other players in high-security space. Stealing from yellow storage containers in space (indicating that the container is owned by another player) will flag a player for 15 minutes; other players are then free to attack that target. However, taking loot from blue containers is not punishable, because those are treated as having been relinquished by the player.

Corporations and even whole alliances can officially declare war on (or "war-dec") other corporations or alliances for a weekly fee, permitting all members of the involved corporations or alliances to attack each other without loss of security status or the intervention of CONCORD.[27] The weekly fee can be eliminated if the war declaration is reciprocated. War declarations will clearly flag a player's enemies, so the player can determine who can legally attack and be attacked.


As of October 2006, the average age of an EVE Online player was 27, of which 95% were male and 5% were female. The average weekly playtime is 17 hours, or just under 2.5 hours per day on average.[25]

On June 6, 2010, EVE Online claimed a new record for the maximum number of simultaneous pilots online with 60,453 concurrent accounts logged on to the same server. This record followed closely after the release of the thirteenth major expansion, Tyrannis and the 8th Alliance Tournament. EVe Online typically experiences the highest amount of users on Sundays and the peak player records have almost exclusively been broken on Sundays.[28]

As of May 6, 2009, EVE Online claimed to have more than 300,000 active subscriptions and 45,000 active trial accounts.[29][30][31][32][33]

Beginning in March 2006, CCP and its partner, Optic Communications, started working to bring EVE Online to a Chinese gaming audience. Closed alpha testing was held on a small cluster for some time, with about 3,000 players chosen from an initial pool of 50,000.[34] The Chinese open beta test began on June 13, 2006, and proved to be very popular, gaining numbers comparable to EVE Online' main server cluster.[35]

The code base between Serenity (serving China) and Tranquility (serving the rest of the world) is synchronised, so that software development is distributed to both server clusters, although the game worlds are not connected. EVE Online fully supports Unicode and has a back-end system to enable localization of each and every aspect of the game's content and UI.[36]

Players by country in 2008[]

Country % Country %
United States 39.30 Netherlands 2.40
United Kingdom 14.40 Sweden 2.30
Germany 8.30 Denmark 2.30
Russia 5.70 Norway 1.40
Canada 5.00 China 1.34
Australia 3.20 Finland 1.06
France 2.50 Japan 1.00

Player tournaments[]

During two weekends in July 2006, a live streaming video production called Eve TV[37][38] covered the events of the 2nd Alliance Tournament. The tournament pitted three-man teams from the top alliances against each other. Eve TV provided live in-game footage of the battles along with expert commentary. Analysis of the teams and strategies, interviews with CCP staff and behind-the-scenes specials were also aired between battles. Eve TV was produced and hosted primarily by DJs[37] from Eve-Radio (a player-run streaming radio station) with resources provided by CCP. A total of 95 matches were scheduled, with the Band of Brothers alliance emerging the winner on the final day.[39]

The first two weekends in December 2006 saw the 3rd Alliance tournament. This was once again broadcast via live streaming video by Eve TV[38] The tournament saw 40 Alliances[40] pitting five-man teams against each other. Once again, the Band of Brothers alliance emerged as the winner. Of particular note in this tournament, was the fielding of an Imperial Apocalypse by the Interstellar Alcohol Conglomerate. The ship was destroyed in the semi-finals of the tournament by the COW (Cult of War) team. A last minute attempt to arrange an 8 billion ISK ransom for the ship fell through.

The fourth Alliance tournament in September 2007 brought several exciting upsets, with Star Fraction defeating Band of Brothers in the second round, using only tech 1 cruisers, and a relative unknown, Hun Reloaded, sweeping both the semifinals and finals to win.[41]

The two weekends starting February 29, 2008 and March 7, 2008 saw the fifth Alliance Tournament.[42] Eve TV provided coverage via live streaming video.[43] During the six days a total of 40 teams competed in 95 matches. The last tournament's winner, HUN Reloaded, made its way into the quarter-finals where it lost to Ev0ke alliance who later became tournament champion after having won all of its eight matches.[42]

The sixth Alliance Tournament was held during three consecutive weekends starting January 24, 2009 and ending on February 8, 2009. A total of 64 teams took part in the qualifying rounds on opening weekend. While the final weekend was broadcast live via Eve TV, the qualifying rounds were broadcast through various Eve Online radio channels. A number of changes were made to the tournament rules compared to previous tournaments.[44] This was also the first tournament in which the newly formed Factional Militias were able to take part alongside traditional alliance teams.[45] In the final match R.U.R. went up against Pandemic Legion with Pandemic Legion emerging as the tournament winner.[46]

Alliance Tournament 7 took place in September 2009, with Pandemic Legion winning a second successive tournament, beating Circle of Two in the final.

Alliance Tournament 8 took place in June 2010, with Pandemic Legion winning for the third time, beating HYDRA RELOADED.[47]


According to the developers EVE Online evolved from the classic computer game Elite, which itself was based on concepts from the science-fiction role-playing game Traveller. EVE Online combined concepts from Elite with the multi-player chat and player versus player aspects of Ultima Online.[48] Elite had four single player aspects of missions,[49] mining, trade routes and combat with random hostile NPC's[50] all of which are aspects of the first incarnations of Eve Online.[51]

One of the original developers of Elite, David Braben, believes EVE Online is a reimplementation of the 1980s game, not its true successor.[52] Some of the developers (John Cameron, James Cassidy, Joe Chaney) also believe that this game creates a world where players can become someone else only possible in their imaginations.

Both the server and the client software for EVE Online are developed in Stackless Python, a variant of the [Python programming language. Stackless Python allows a relatively large number of players to perform tasks without the overhead of using the call stack used in the standard Python distribution. This frees the game developers from performing some routine work and allows them to apply changes to the game universe without resetting the server.[53]


On March 14, 2006, the EVE Online development team announced that they would be upgrading the graphics engine of EVE Online to a DirectX 10 graphics platform.[54] Revelations patch 1.4 had patch notes quoted as saying that the current EVE Online client should work in Windows Vista "as well as it does in XP."[55]

On September 10, 2007 CCP Games announced that the new 'Trinity 2' graphics engine will be using DirectX 9.0.[56] This was released on December 5, 2007.[57]

Official support for Linux and Mac platforms, using Transgaming Technologies Cedega and Cider for Linux and Mac compatibility respectively, was introduced with the Revelations 2.3 patch released on November 6, 2007.[58][59] At Fanfest 2008 Transgaming announced and demonstrated that the Premium graphics client is now running on Mac OS X 10.5 Leopard and will be released after further testing. In February 2009 CCP announced that the official Linux client will be discontinued with the next major patch,[60] and advised on using third-party programs to run the Windows version of the client under Linux.[61][62]

Third-party applications and the EVE API Project[]

Third-party applications supplement players' EVE Online experience. Some of these, such as automated applications designed to claim publicly-available contracts accidentally put up without an associated cost, will result in a ban if discovered, while others are endorsed, tacitly or explicitly, by CCP. EVEMon, a .NET application that monitors and forecasts skill training times, is one example of an explicitly authorized external application.[63][64] Another such application, Eve Fitting Tool or EFT, allows players to try different ship setups and see how certain skills and modules will affect that ship.[65]

Third-party applications to monitor character information and skill training exist for both the Android and iOS mobile platforms.[66][67]

In May, 2005, CCP announced the EVE API Project; third-party utilities such as EVEMon now interface with character data, market, and other data through the API.[68]

Major content patches[]

Since the initial release of EVE Online CCP has added thirteen expansions to the game. The thirteenth titled "Tyrannis" was released on May 26, 2010. The twelfth expansion, Dominion, was released on December 1, 2009. The previous expansion, Apocrypha, was released on March 10, 2009 and introduced features such as further graphics updates as started in the Trinity expansion; the ability for players to group their vessels' weapons for easier interaction;[69] changes to autopilot routes and avoidance of player-defined star systems.[70] CCP provides expansions free of charge to its subscribers.[71] Over time expansions have added features such as conquerable stations, ship classes like Freighter and Dreadnought capital ships and advanced missions for players to master. Apocrypha, included an overhauled probing system, wormholes and customizable Tech 3 ships as its major features.[72] Dominion, which became available for download on December 1, 2009, included an overhaul of the sovereignty system, planet graphics, the Titan Doomsday weapon functionality being changed and the in-game web browser with Chromium's web kit. It also included a redesign of the UI and in-game mailing system. The recently released expansion Tyrannis has added more features which so far include exploitation of planetary resources, a way to contact your friends from any computer so long as it has internet access, as well as new technology for ships, and more graphics upgrades.

DUST 514[]

During the 2009 Games Convention in Cologne, Germany, CCP unveiled DUST 514, an upcoming consoled-based MMOFPS title meant to integrate with the Eve Online universe. According to developers, players hired by Eve Online alliances would fight over planets.[73]

According to EVE Online Senior Producer Torfi Frans Olafsson, at the recent EVE Online Fanfest, the Dominion release will involve sovereignty, the ownership of districts on planets which are capable of creating industry.[74] This player ownership system will be dynamic as it will be subject to PvP diplomacy as well as subjugation. The latter allows for linking with Dust 514, whereby players within EVE Online will be able to contract, in-game, DUST 514 players to take control of planetary regions within the Eve Online universe and these 'mercenaries' will then vie with other DUST 514 players hired by the opposing faction. The integration between the console MMOFPS game and the EVE Online MMORPG is both through community interaction and through the changeable battlefields based on the planetary architecture of a common universe—the outcome of these battles in Dust 514 will affect the status and ownership of the corresponding planets in EVE Online as well.

Public perception[]

Virtual crime[]

Piracy (in the ship-to-ship sense) is part of the game, as is protection racketeering, theft, and ransom.[75][76][77][78] EVE Online periodically has arisen for discussion within the wider gaming community as players of the game find various ingenious methods of scamming, deceiving, or attacking each other. One infamous example was a corporate infiltration and heist where one corporation infiltrated a target corporation over the course of nearly a year. They then performed a virtual assassination on the target's CEO and proceeded to steal corporate property to which they had gained access. The target corporation lost billions of ISK worth of property (amounting to about $16,500 USD) and a great deal of prestige; the CEO's expensive ship and cybernetic implants were destroyed in the attack.[79] Events of this nature are debated both inside the game world and in the media.[80]

In 2009, a player alliance known as Goonswarm was contacted by a disgruntled director of rival alliance Band of Brothers, one of the largest alliances in the game at that time. The disgruntled director then stripped Band of Brothers of a large quantity of assets including ships, money and territory, and disbanded the alliance.[81]

Such dangers are an inherent part of EVE Online's virtual economy and thus are purposely not dealt with by the developers.[82] Players are expected to make financial decisions based (among other factors) on the possibility of other players' fiduciary malfeasance, much as in real-life economics.

The most common acts of piracy in Eve are "ganking" (a contraction of the phrase "gang killing"), gate camping, and small gang warfare. Every pirate corporation in EVE Online has its own preferred activities, strategies, and tactics. Some utilize cheap but high damage ships to suicide gank and kill people in high-security space quickly (where they should hypothetically be safe) before CONCORD law enforcement units arrive to destroy them, in the knowledge that certain ships they destroy will be carrying valuable commodities or expensive gear capable of recovering the cost of the pirate vessels lost in the gank. Others choose to set up gate camping fleets consisting of varied ship types and roles capable of rapidly disabling and destroying any unwitting passersby, thereby locking down star systems and killing or robbing whoever tries to pass through. Other pirates choose to roam in very fast and versatile skirmish ships, such as interceptors, recons, or heavy assault ships, killing anyone they encounter in lightning attacks. On gaining the upper hand in a fight many pirates will ask the victim for an ISK ransom, in exchange for sparing their ship or escape pod.

Developer misconduct[]

Instances of developer misconduct in EVE Online have been substantiated, leading to debates and controversy within the game community. On February 9, 2007, a player known as Kugutsumen revealed that an EVE Online developer nicknamed 't20' had provided his alliance, Band of Brothers, with ten valuable blueprints, giving them an advantage over competing alliances.[83] Some within the Eve Online community asked for t20's dismissal. While an apology letter was left for the community in the form of a dev blog, he remained an EVE Online developer until late 2008. Kugutsumen was permanently banned from the Eve Online universe for violating the game's Terms of Service and End-user License Agreement by revealing t20's real name.[83]

In response to public concerns, CCP decided to set up an Internal Affairs division headed by Ari Eldon, better known in-game as Arkanon, whose responsibility is to monitor the activities of both privileged and player accounts operated by CCP staff in-game.[84]

Council of Stellar Management[]

In part due to the matters described above, CCP invited users to stand for the first Council of Stellar Management (CSM) in March 2008, resulting in 66 candidates seeking election to nine positions.[85][86][87][88] It was a requirement that candidates released their full real names in addition to stating their in-game details.[89] In May, after a two-week voting period, the first Council was elected, comprising seven men and two women; three each from the Netherlands and the United Kingdom, two from the USA and one from Denmark, their ages ranging from 17 to 52.[88]

The remit of the Council has been changed since it was first proposed and is now seen by CCP primarily as a route for players to make requests for changes and improvements to the game mechanics, presentation, and game content of EVE Online. The first four Councils served for six months, after which new ones were to be elected.[87] Each individual was only permitted to serve twice. Each CSM will get the authority to put requests to CCP three times during their term of office which CCP have stated must be answered; once in person in Iceland and twice by e-mail, with most of the costs of their visit to Iceland being borne by CCP.[87] The fifth CSM will operate under new rules, featuring one-year terms with two Iceland trips and four email requests, as well as the abolition of the two-term limit.

The first meeting of the CSM with CCP took place in Reykjavik between June 19 and 23, 2008 and included not only the nine CSM members but a number of developers, designers, game masters and producers from CCP and members of print and video media.[90] Matters discussed by players on the Eve Online forums were reviewed in detail and whilst some were rejected for technical reasons many were accepted by CCP as useful improvements to the game which would be introduced either in an early so-called point release or added to the development plans for a future major update.

Nominations for the second CSM opened on September 26, 2008 with voting commencing on November 9. The following third Council of Stellar Management will see a modified age restriction in effect: candidates under the age of 21 are then no longer eligible as CSM members.[91]

Accounts and subscriptions[]

Users start playing EVE Online either by creating a trial account, being invited to the game as a "buddy" via the game's Buddy Program, or purchasing the EVE Online Special Edition retail box.[92][93][94] EVE Online Starter Packs are also available via the Steam digital platform]]. Trial accounts are freely available through both the EVE Online website and Steam. The Buddy Program, on the other hand, is a means for full-subscription players to distribute 21-day free trial accounts to their friends. If the buddy account is converted to a full account within 2 weeks of receiving the Buddy Program invite, the referrer is rewarded with 30 free days added to their subscription.

Both buddy accounts and regular trial accounts are free and allow players to access most of the EVE Online game, with exceptions. Players cannot train skills for some advanced ship types, for example industrial ships. Players also cannot create contracts and cannot directly transfer ISK to other players. Enlistment to faction-based militias is also unavailable to trial accounts. Once the trial period ends the trial account is locked and must be converted to a full account before its characters can be accessed again.

As of June 2008, EVE Time Codes (or ETCs) are available exclusively in 60-day increments. Until then, they were also offered in 30-, 50-, 90-, 100- and 120-day increments. Discontinued cards remain valid. Players using ETCs are treated like normal subscribers in every way. Eve Time Codes are available through CCP's online store as well as via online resellers.[95] Cards purchased through resellers are usually delivered through email for immediate use while codes issued through the Eve Online store are issued via postal mail or in-game item, and as such ETCs do not violate the EULA and can be bought and sold within the game.[96] There are no distinguishing differences in functionality between digital and hard-copy codes. Both provide the exact amount of specified game time, are entered into the same account section and can be exchanged between players for ISK using a secure exchange system facilitated by a "Timecode Bazaar" forum.

In November 2008 CCP introduced PLEX, the CONCORD Pilots License EXtension, which is an in-game item that can be used to extend a subscription for 30 days. PLEX can be purchased on the Eve Online website for real money, or inside the game for ISK. 60-day ETCs can be converted to two 30-day PLEX within the Eve Online client, which can then be sold via the in-game market.

As of March 10, 2009, a boxed edition is available in shops. The distribution is being managed by Atari.[7] The boxed edition includes a 60-day ETC, instant standings update to facilitate quicker entry into factional warfare, exclusive online new player guide, and an exclusive expanded cargo hold shuttle. Although marketed as included in the retail box, the bonus items are only available to new accounts created with the 60-day ETC.[97]

A special commemorative product, EVE Online: The Second Decade was made available in 2014. It contains a "Mystery Code", making the player eligible for in-game bonuses for the rest of the account's life, a soundtrack audio CD, a plastic model of a Minmater Rifter, as well as a specially-translated version of the game introduced in Iceland, whose success bankrolled the development of EVE Online.


Best Over All Game 2007
Best MMO of 2008 Beckett Massive Online Gamer Game of the Year 2009

EVE Online has received favorable reviews. The Apocrypha Expansion for EVE Online has an aggregate score of 88% on[102] and 89.33%[103] On January 11, 2010, EVE Online was selected as 2009 Game of the Year by[104]


See also[]

  • CCP hf, a video game developer
  • E-ON, a magazine
  • Eve: The Second Genesis Collectible Card Game
  • Gameplay of EVE Online
  • Expansions of EVE Online


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